Anivia Build Guide by SrsBsns1338
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This guide will show you how to build Anivia as a mana-based tank-mage so that you can stay out there longer while devastating your opponents with incredible crowd-controlling goodness! If you're looking for a hard-hitting, yet "glass-cannon"-ish build, then this is the wrong page for you.
Heavy Magic Penetration [Mark/Glyph/Quints of Insight] for total devastation throughout every part of the game.
Clarity Seals for your scaling costs of your spells to keep you in lane a little longer.
You could also do Vitality Seals. This means you'll be in lane a fraction less due to insufficient mana regeneration, but you'll also have better chances of not feeding kills to your opposition.
Standard Mage setup 9/0/21 to give you all the utility [especially cool-down for your summoner spells].
Doran's Ring: The perfect starter item for Anivia. The only obvious downside is that you can't buy health potions. It's okay though, as long as you stay playing very defensively and use your Q and W to get you out of trouble!
Catalyst the Protector: You need this early on to let you stay in lane longer. Remember to stay near enough to enemy minions as they die, but without getting too far into danger that you risk getting stomped. It's better to fall out of range for a little while than die and feed your enemies gold!
Sorcerer's Shoes: This gives your damage a good damage booster against those squishy enemy champions. Standard "staple" for AP mages.
Archangel's Staff: The key item for this build. Without it, this page wouldn't even exist! Anivia's spells are very expensive, and the only way to help her stay out there for as long as possible is to increase her mana pool, and mana regeneration. With this item, she can also build some AP. Good thing too, because that's exactly what she scales off of [Ability Power].
Banshee's Veil: #1 - Spell block, #2 - Health, #3 - Mana, #4 - Magic Resist. She benefits extremely well with all of these. With it, you cut your chances of dying by a lot, which ultimately equates to more winning through less feeding!
Frozen Heart: Every AD carrie's bane. Gives you sooo much mana, sooo much armor, the cool-down reduction you need, and best of all - you slow down all AD attacker's attacks by 20% [this is HUGE!]. That means less damage output from them over time!
Void Staff: Good players will eventually stack magic resist [thereby reducing your damage], and you need to bypass a good chunk of it at the very least [thereby increasing your damage]. If the enemy team has absolutely zero magic resist, then invest in another Deathcap, or an AP item of your choice.
Rabadon's Deathcap: Best AP damage item in the game due to its passive 30% increased AP [hands down]. You should never leave home without it! You can rush the cap instead of BV or FH, but you'll definitely want Archangel's first to start building your mana pool while extending your stay out in the battle field.
Max out E first [cheapest and most reliable skill to deal damage with; your Q can miss enemies, thereby it may affect gimp your damage output *unless you're 100%, or even 99.999...% accurate with it... then by all means max this first! =P~~*].
Invest in your ult every chance you get [@ levels 6/11/16].
Wall is last Priority. Your Ice Wall doesn't kill champions, it only helps your allies kill them [you should be doing the killing, and not them! >:P~~].
The way to use her build [see below]...
If enemy champion(s) approach(es),
Am I Levels 1-5? --> Q/E and auto-attacks!
Level 6 and above... --> R underneath them, and Q + E to pew-pew them hard! Turn R OFF if they're outside of your ult, or if they don't intend on pushing into your ult.
W stands for "WALL". Use it when you need to get away. It's perfect against those nasty AD auto-attackers that want to kill you in like 3 autos. You can also save your allies with it [or accidentally screw them over if you're just plain doing it wrong].
Clarity - Mostly for her early game, but can also benefit both you and your allies with this spell. It's no secret that Anivia's skills are just way too expensive to do without Clarity. But I'd also rather take Clarity than be forced to tailor my runes around mana regen., or just flat out half to return to base more and more... and she has enough utility qith her Q,W, and even R to not warrant spells like Ghost or Exhaust. Clarity's even helpful during late-game, not just for you, but to your allies who may need it! It buys your a few extra spells that you can then use to make your escape, or to fuel and extend a team fight. Many might argue and try to justify taking some other summoner spell, and you can in fact do whatever you want. But the fact remains clear: she benefits far more with Clarity than without it. Her entire team does!
Flash - Your get-out-of-gank free card. Best escape mechanism for Anivia hands down, and you shouldn't leave home without it!
With this guide, you'll be able to stay laning longer while dealing strong damage and tanking quite well [or at least not exploding in a fraction of a second like most glass-cannon burst mages do...]. Have fun, and enjoy!